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#561 Dakk

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Posted 12 January 2012 - 11:49 AM

Does auto-pause function in multiplayer at all? If so, does it do what you want when someone is in the inventory/map screens?

OK, having spent close to four hours trying to outfox the corporate security/policy/group/admin settings on the two laptops I have available right now .. and failing (not miserably, I did get a connection via Hamachi, but still fail) to get a "proper" MP-game going, I settled for local MP.

As it turns out it probably was all I needed, but I wanted to be thorough :unsure:

In MP, the Auto-Pause functions worked as advertised (I tried [Hit, Injured, Attacked]) - when the trigger returned true, it promptly paused the game for everyone. This worked in both Map/Inventory. This behaviour would be great to have in SP!

Btw, I suppose I tested this in MP so you can pilfer code/insert hooks for replicating this in SP? :)

I've got an add-on request while we're at it, for Disable Force Inventory Paus. Could it be possible to show the red "PAUSE" graphic in Inventory if the game is actually paused? Vanilla behaviour is always paused, always graphic. With this component it's paused/unpaused, never graphic. Requested behaviour would be paused show graphic, unpaused no graphic. Thank you kind Sir!

#562 Salk

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Posted 12 January 2012 - 10:19 PM

Ascension64,

in the BGT readme one reads:

Flesh golem sounds: Due to game engine bug, flesh golems oddly talk like Ogrillons.

Do you think ToBEx could do something about it (if it doesn't do it already, of course)?

#563 Ascension64

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Posted 12 January 2012 - 11:11 PM

I don't understand one thing tough: could a mod like this have a chance to individually disable EACH trap on a map (meaning some could be disabled and others not) or, instead, it could only disable or not disable ALL of them?

The latter option would be quite limitant.. since if I don't find a trap where I remembered it to, I would know that there are no traps at all around.

Traps have names.

IF
  Global("CheckTrap1","MYAREA",0)
THEN
  RESPONSE #50
    TriggerActivation("Trap1",FALSE)
    Global("CheckTrap1","MYAREA",1)
  RESPONSE #50
    Global("CheckTrap1","MYAREA",1)
END

IF
  Global("CheckTrap2","MYAREA",0)
THEN
  RESPONSE #50
    TriggerActivation("Trap2",FALSE)
    Global("CheckTrap2","MYAREA",1)
  RESPONSE #50
    Global("CheckTrap2","MYAREA",1)
END
...

would it be possible to implement a chance for dialogue options to have success/fail based on a true "saving throw" a la d&d 3e?

Use RandomNum(). You can't necessary check against a specific value - I'm still thinking about the implementation of variable substitution in scripts. Combine it with stat checks to determine if you get the desired response or not.

Edited by Ascension64, 12 January 2012 - 11:13 PM.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#564 i30817

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Posted 14 January 2012 - 11:38 AM

Butting in with a request for another person who i don't think asked:
http://forums.gibber...ndpost&p=195391

Fairly buggy behavior. Could mp save that information too; or is there a deeper reason why it doesn't?

Edited by i30817, 14 January 2012 - 11:39 AM.


#565 aigleborgne

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Posted 15 January 2012 - 05:55 AM

Something that bothered me for a very long time : script used by charmed creature

Currently, we have no control in script used by a charmed creature.
But... when a player use a charm spell, he can use any ability or spells.
It's unfair !

Thus, in my script, I must target fighters when using a charm spells.
But it would be great to change charmed script behavior.

Now, I understand it is almost impossible to assign a "good" script depending on class.
But it would be cool if we can change default charmed script to a new one.
Or better, 4 scripts: thief, fighter, mage, cleric.

Imagine in a beginning a tough fight, your best mage is beeing dominated and he is now unleashing his power to your allies instead of stupidily melee with his staff !!

In the current game, charm is rarely used by enemies, because it has been so nerfed in BG2 it became almost useless.
But in BG1, it is still good and many mages will use charm in my mod :)

#566 cremo

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Posted 15 January 2012 - 03:39 PM

traps have names


Didn't know.. cool! ;)

#567 Ascension64

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Posted 16 January 2012 - 12:27 AM

Something that bothered me for a very long time : script used by charmed creature

Sorry, I am not exactly sure what you mean about the differences between the charemd creature and the charmed player. Could you try explaining again?

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#568 aigleborgne

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Posted 16 January 2012 - 04:44 AM

Well, to sum it up:
- what script is beeing used by a red circle charmed creature? (ie: a party member or one of their summons)
- whatever this script is, it is extremely basic and can't handle abilities or spells.

On the other side, when a party mage charm an enemy spellcaster, it is possible to cast spells or use special abilities (kits or whatever).

I was told a default script is beeing assigned to a charmed creature if not in party (red circle).
My request would be to be able to customize this script. This would make charm spells more valuable in mods.


Something that bothered me for a very long time : script used by charmed creature

Sorry, I am not exactly sure what you mean about the differences between the charemd creature and the charmed player. Could you try explaining again?



#569 Dakk

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Posted 16 January 2012 - 06:16 AM

aigleborne, you want the AI to be able to use more advanced scripting options than "bash-closest-person-in-melee" when it charms someone, correct? Because of the discrepancy between what the party can do with charmed opponents and what the AI can do?

#570 Lollorian

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Posted 16 January 2012 - 07:26 AM

A gripe I have particularly with Haiass' immovable "chew toy" item :P

Would it be possible for undroppable items to be moved around withing the inventory but (obviously :lol:) not drop?

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#571 DavidWallace

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Posted 16 January 2012 - 09:58 AM

Let me second Aigleborgne's request. As far as I can tell, the behaviour of party members charmed by enemies is hard-coded (and is just a basic attack script). I had a go a couple of years ago at finding whatever script it was that they use, and couldn't (it's possible there's some obscure script I couldn't find).

If it is indeed hard-coded, it would be great (if feasible) to externalise it to some actually-existing BCS script. (There's no need to allow more customisation than that; variable script use by different characters can be accomplished by change-script scripting commands.)

#572 aigleborgne

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Posted 16 January 2012 - 10:03 AM

Thanks David for clarification, I thought I was clear :)

Let me second Aigleborgne's request. As far as I can tell, the behaviour of party members charmed by enemies is hard-coded (and is just a basic attack script). I had a go a couple of years ago at finding whatever script it was that they use, and couldn't (it's possible there's some obscure script I couldn't find).

If it is indeed hard-coded, it would be great (if feasible) to externalise it to some actually-existing BCS script. (There's no need to allow more customisation than that; variable script use by different characters can be accomplished by change-script scripting commands.)



#573 Ascension64

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Posted 16 January 2012 - 11:01 PM

Would it be possible for undroppable items to be moved around withing the inventory but (obviously :lol:) not drop?

Possibly. I suppose you wouldn't be able to put the item in the dropped part of the inventory screen. Would you be able to exploit this, though, especially with an equipped cursed item?

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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#574 Ascension64

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Posted 16 January 2012 - 11:02 PM

Would it be possible for undroppable items to be moved around withing the inventory but (obviously :lol:) not drop?

Possibly. I suppose you wouldn't be able to put the item in the dropped part of the inventory screen. Would you be able to exploit this, though, especially with an equipped cursed item?


Let me second Aigleborgne's request. As far as I can tell, the behaviour of party members charmed by enemies is hard-coded (and is just a basic attack script). I had a go a couple of years ago at finding whatever script it was that they use, and couldn't (it's possible there's some obscure script I couldn't find).

If it is indeed hard-coded, it would be great (if feasible) to externalise it to some actually-existing BCS script. (There's no need to allow more customisation than that; variable script use by different characters can be accomplished by change-script scripting commands.)

Thanks, that makes more sense. I imagine the charmed 'friendly' character has all scripts disabled, which would end up defaulting to a creature with no script. I believe a hostile creature with no script engages in the 'bash-nearest-target' strategy. I'll need to confirm this in code, though.

Edited by Ascension64, 16 January 2012 - 11:02 PM.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#575 Salk

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Posted 16 January 2012 - 11:31 PM

Ascension64,

would it be possible to change how the engine deals with the summoning of guards in town?

The way it is now, there is a chance that guards come and arrest you when you just look into any container even if you don't take anything from it. Could we change it so that the guards can come only if you actually steal? Also, could we make it possible for this to happen only when there is a witness in the house or if the player needed to pick a lock to gain access to the building?

Thanks!

#576 Ascension64

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Posted 17 January 2012 - 12:47 AM

Ascension64,

would it be possible to change how the engine deals with the summoning of guards in town?

The way it is now, there is a chance that guards come and arrest you when you just look into any container even if you don't take anything from it. Could we change it so that the guards can come only if you actually steal? Also, could we make it possible for this to happen only when there is a witness in the house or if the player needed to pick a lock to gain access to the building?

Thanks!

This is related to the trap scripts. For example, CTALARM.BCS:
IF
	Opened([ANYONE])
	!StateCheck(LastTrigger,STATE_INVISIBLE)
	!StateCheck(LastTrigger,STATE_IMPROVEDINVISIBILITY)
THEN
	RESPONSE #100
		CreateCreature("ENFORAM",[-1.-1],0) // No such index
END
You could perhaps use !Contains() to detect that an object was taken from the container. I don't know whether this works when random treasure is replaced, though.

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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#577 Lollorian

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Posted 17 January 2012 - 03:43 AM

Would it be possible for undroppable items to be moved around withing the inventory but (obviously :lol:) not drop?

Possibly. I suppose you wouldn't be able to put the item in the dropped part of the inventory screen. Would you be able to exploit this, though, especially with an equipped cursed item?

Thank you for considering this :Bow:

I was thinking just make it so you can move around stuff that isn't equipped (in those 16 inventory slots + 3 quick slots - Minsc's Boo and Haiass' Chewtoy etc) and undroppable :P Equipped and undroppable items (Edwin's amulet etc) imho shouldn't be touched :)

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#578 Dakk

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Posted 17 January 2012 - 04:43 AM

I kind of feel like an evil taskmaster asking for one more thing (in addition to the AutoPause behaviour).. but I'll pretend aVENGER set me up to it! :)

As stated in that thread, I don't think anybody really know what the vanilla Bard song does - or, indeed, if it even works properly. The effects are not really consistent with what the manual says:
"Bard Song: This is possible by Bards ? the bard character will begin playing a song, which continues until any action other than movement is selected for that bard. While the song is playing, the party morale and luck is higher. The better the bard (higher level), the larger the morale and luck improvement for the party. (Luck decreases attack rolls and damage caused by enemies)."

Cheers!

#579 Pol

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Posted 17 January 2012 - 05:36 PM

in the BGT readme one reads:

Flesh golem sounds: Due to game engine bug, flesh golems oddly talk like Ogrillons.

Do you think ToBEx could do something about it (if it doesn't do it already, of course)?

Soundset is normally tied to a creatures' animation (MOGN.2DA - ogrillon and shared by flesh golem in BG1), but you can overwrite it in the cre. file if you want them to sound like a regular golem.

If it is indeed hard-coded, it would be great (if feasible) to externalise it to some actually-existing BCS script. (There's no need to allow more customisation than that; variable script use by different characters can be accomplished by change-script scripting commands.)

Perhaps the simplest solution would be to fix the "set AI script" opcode (#82) so that it restores the original scripting when it expires, then the charm spell can be given effs for thief/mage/cleric etc. to change their scripts.

I believe that charm currently disables most of a creatures' scripting except blocks commanding to Enemy() - which also return the creature to it's usual script; OTOH I've found the charmed state persists briefly after a creature reverts to enemy (I tested giving enemies a command to Ally() if STATE_CHARMED which still triggers if the creature is attacked and charm broken).

#580 Beleg33

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Posted 17 January 2012 - 08:43 PM

About this charm issue, is there a difference between charm, dire charm, mental domination or other "charm" spells?
I recall in most of my megamod installs sometimes my charmed characters would stand there doing nothing and other times they would at least engage my other members in melee.
Anyway I second (third or more?) that request as it feels really unbalanced that you have full control of charmed enemies but they don't when they charm one of your teammates.
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